Star Sonata
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Weekly Dev Blog - 30th November
http://forum.starsonata.com/viewtopic.php?f=9&t=62841
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Author:  Star Sonata Bot [ Wed Nov 30, 2016 9:27 pm ]
Post subject:  Weekly Dev Blog - 30th November

Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -november/

Author:  sabre198 [ Thu Dec 01, 2016 3:34 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

Was it really that easy to make fighter gens? You could of saved fc years ago

Author:  MasterTrader [ Thu Dec 01, 2016 3:47 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

sabre198 wrote:
Was it really that easy to make fighter gens? You could of saved fc years ago

It was easy to do it, to be quite honest. Luckily, ergosphere is doing me a solid and implementing the code changes neccessary to get fighters to fly around for their full flight time and follow you around. It should look pretty cool, and it will definitely be a welcome addition to Fleet Commander's.

EDIT: Yeah, it looks awesome.

https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png

https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png

Author:  DarkSteel [ Thu Dec 01, 2016 5:02 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

Fighter gens are easy... Making fighters do more than wet sock DPS was a really big project, though.

Author:  chronos [ Thu Dec 01, 2016 8:09 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

DarkSteel wrote:
Fighter gens are easy... Making fighters do more than wet sock DPS was a really big project, though.



Hober will do that! Best dev of 2016!

Author:  nighthade [ Thu Dec 01, 2016 8:24 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

Oh.. I like these changes...

What i missed most from long ago was having slave swarms being viable...

Now fighters will put the fleet back in fleet commander again.

Author:  anilv [ Thu Dec 01, 2016 9:37 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

sabre198 wrote:
Was it really that easy to make fighter gens? You could of saved fc years ago


In fact, I proposed this idea several years ago. But we weren't able to form consensus on the dev team until recently.

Author:  MasterTrader [ Thu Dec 01, 2016 2:35 pm ]
Post subject:  Re: Weekly Dev Blog - 30th November

Here are some more screenshots:

Image

NOTE: The electricity has been drastically increased to about 1.6k these auras.

https://snag.gy/qgwvPK.jpg

https://snag.gy/I9gbLF.jpg

https://snag.gy/25uReg.jpg

Author:  ShawnMcCall [ Thu Dec 01, 2016 4:44 pm ]
Post subject:  Re: Weekly Dev Blog - 30th November

Please tell me you're not actually putting the Offensive field in with stats that OP? People will just have one as a slave then run an RoF aura or elec aura on their main ship and get ridiculous damage.

Author:  Antilzah [ Thu Dec 01, 2016 4:56 pm ]
Post subject:  Re: Weekly Dev Blog - 30th November

Oh my god flat +150 damage is extremely overpowered please don't do that.

Or actually, please do so. I will definately enjoy playing with it >:D

As a serious note, +flat damage is a horrible idea because of performance. It makes people put max rof MF abstructor setups on slave swarm with max fighters. That amount of projectiles will not be healthy for the server especially if/when people MC several FCs.

Author:  pontius456 [ Thu Dec 01, 2016 5:17 pm ]
Post subject:  Re: Weekly Dev Blog - 30th November

ShawnMcCall wrote:
Please tell me you're not actually putting the Offensive field in with stats that OP? People will just have one as a slave then run an RoF aura or elec aura on their main ship and get ridiculous damage.


Capital Ship slaves have been unable to use their *capship* equipped auras for yearrssss. That was an issue a couple of devs took an extreme paranoia to back when capships were introduced. They saw an 8 man squad, one for each class, with an frigate/cruiser combat slave each with their class respective aura.

Travel Fields and general purpose weak auras like Mini Madness are exempt from this rule.

Author:  Tomzta09 [ Fri Dec 02, 2016 6:07 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

The bonuses aren't that much. The Sniper's blind device gives +1000 damage. As long as it isn't 150% you haven't got a problem, though just adding raw numbers without percentages is a bit stupid.

Author:  jack the ripper [ Sat Dec 03, 2016 3:08 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

100% field gen power puts this at 300. Amp at least doubles it with the new balance afaik. 600 x 10 fighters is 6000 damage per shot. Call it half max rof at .2, that's 30,000 dps from fighters. Max swarm is like 12-15? Call it 12. Max rof abstructors or sum, that's 60 abstructor points 10 times a second, making it 600 points a second. *600 is 360,000.

To me, these numbers in my brain seem to be high, but theyre not in the billions or anything. Also consider the margins of error on things. With a well placed amp and live fighters, that fighter damage figure could be 10x. Also keep in mind 12 slaves would theoretically be individually squishy.

Question:

Can we please please please name all of the new base stuff English words? Please I beg of you oh holy devs, I will sell my soul

Author:  Arcturus5 [ Sat Dec 03, 2016 4:12 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

How does the +150 flat damage apply?

Author:  ShawnMcCall [ Sat Dec 03, 2016 8:55 am ]
Post subject:  Re: Weekly Dev Blog - 30th November

Arcturus5 wrote:
How does the +150 flat damage apply?


I already spoke with hober about exactly this. It's total damage (base + augs + auras + tweaks) + flat.

So no matter who or what level you are. That aura adds 150 flat damage. Very powerful at lower levels, basically useless at endgame.

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